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use safe decompression for lzo'd textures to avoid a crash on corrupt textures. The...
author
Jonathan Marshall
<jmarshall@never.you.mind>
Sun, 6 Jan 2013 02:13:04 +0000
(15:13 +1300)
committer
S. Davilla
<davilla@4pi.com>
Sun, 6 Jan 2013 13:35:53 +0000
(08:35 -0500)
xbmc/guilib/TextureBundleXBT.cpp
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diff --git
a/xbmc/guilib/TextureBundleXBT.cpp
b/xbmc/guilib/TextureBundleXBT.cpp
index
9888e09
..
3e7fc8f
100644
(file)
--- a/
xbmc/guilib/TextureBundleXBT.cpp
+++ b/
xbmc/guilib/TextureBundleXBT.cpp
@@
-220,7
+220,7
@@
bool CTextureBundleXBT::ConvertFrameToTexture(const CStdString& name, CXBTFFrame
return false;
}
lzo_uint s = (lzo_uint)frame.GetUnpackedSize();
- if (lzo1x_decompress(buffer, (lzo_uint)frame.GetPackedSize(), unpacked, &s, NULL) != LZO_E_OK ||
+ if (lzo1x_decompress
_safe
(buffer, (lzo_uint)frame.GetPackedSize(), unpacked, &s, NULL) != LZO_E_OK ||
s != frame.GetUnpackedSize())
{
CLog::Log(LOGERROR, "Error loading texture: %s: Decompression error", name.c_str());